Pub Date : 2021-12-17DOI: 10.51903/pixel.v14i2.552
Apsari Hasan
Penelitian ini bertujuan untuk mengetahui dan menangalisa visualisasi pada ekspresi karakter tokoh utama droid yaitu Kabasaran dalam komik digital Nusantara Droid War menggunakan pendekatan bahasa rupa melalui cara wimba 4 (penggambaran). Visual yang di analisis meliputi unsur dan prinsip bahasa rupa dengan mengklasifikasikan ekspresi karakter Kabasaran berdasarkan kesesuaian metode bahasa bentuk. Hasil analisis menunjukkan penggambaran ekspresi, menggunakan gambar garis detail dan arsir tipis pada mata, alis, hidung dan mulut. Cara penggambarannya dalam ekspresi Kabasaran menggunakan penggambaran ekspresif, distorsi, dan garis. Penggambaran ekspresif menggunakan garis yang memberikan efek kerutan diantara kedua mata. Penggambaran distorsi yang membesar, digunakan pada bagian mata, mulut, dan gigi. Secara keseluruhan wajah digambarkan halus tidak banyak garis tebal yang menimbulkan kesan kerutan atau kesan tua yang disesuaikan dengan karakter Kabasaran dalam komik yaitu seorang anak kecil. Kata Kunci : Visualisasi Ekspresi, Bahasa Rupa, Bahasa Bentuk
{"title":"Analisis visualisasi ekspresi kabasaran pada komik digital Nusantara Droid War","authors":"Apsari Hasan","doi":"10.51903/pixel.v14i2.552","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.552","url":null,"abstract":"Penelitian ini bertujuan untuk mengetahui dan menangalisa visualisasi pada ekspresi karakter tokoh utama droid yaitu Kabasaran dalam komik digital Nusantara Droid War menggunakan pendekatan bahasa rupa melalui cara wimba 4 (penggambaran). Visual yang di analisis meliputi unsur dan prinsip bahasa rupa dengan mengklasifikasikan ekspresi karakter Kabasaran berdasarkan kesesuaian metode bahasa bentuk. Hasil analisis menunjukkan penggambaran ekspresi, menggunakan gambar garis detail dan arsir tipis pada mata, alis, hidung dan mulut. Cara penggambarannya dalam ekspresi Kabasaran menggunakan penggambaran ekspresif, distorsi, dan garis. Penggambaran ekspresif menggunakan garis yang memberikan efek kerutan diantara kedua mata. Penggambaran distorsi yang membesar, digunakan pada bagian mata, mulut, dan gigi. Secara keseluruhan wajah digambarkan halus tidak banyak garis tebal yang menimbulkan kesan kerutan atau kesan tua yang disesuaikan dengan karakter Kabasaran dalam komik yaitu seorang anak kecil. \u0000Kata Kunci : Visualisasi Ekspresi, Bahasa Rupa, Bahasa Bentuk","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129468216","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-17DOI: 10.51903/pixel.v14i2.579
Muhammad Hanif, Felix Andreas Sutanto
There are many archives owned by AMNI Maritime University in Semarang. The archiving system carried out at the AMNI Maritime University Semarang is still not well organized and neat because it is only based on archive classification, so if you have to look for archives such as archive numbers or archive dates, you will experience problems because you have to find the files needed one by one in the filing cabinet. The sequential search algorithm can be applied to the search for employee document numbers at the Maritime University AMNI Semarang and works well as planned. The employee document archive information system at the Maritime University AMNI Semarang can be used to manage the employee document archive more optimally, controlled, well organized and maintained so that the archive is not easily damaged Keywords: Archives, AMNI Maritime University Semarang, Sequential Search Algorithm
{"title":"Sistem Informasi Kearsipan Dokumen Kepegawaian Pada Universitas Maritim AMNI Semarang","authors":"Muhammad Hanif, Felix Andreas Sutanto","doi":"10.51903/pixel.v14i2.579","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.579","url":null,"abstract":"There are many archives owned by AMNI Maritime University in Semarang. The archiving system carried out at the AMNI Maritime University Semarang is still not well organized and neat because it is only based on archive classification, so if you have to look for archives such as archive numbers or archive dates, you will experience problems because you have to find the files needed one by one in the filing cabinet. The sequential search algorithm can be applied to the search for employee document numbers at the Maritime University AMNI Semarang and works well as planned. The employee document archive information system at the Maritime University AMNI Semarang can be used to manage the employee document archive more optimally, controlled, well organized and maintained so that the archive is not easily damaged \u0000 \u0000Keywords: Archives, AMNI Maritime University Semarang, Sequential Search Algorithm","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116824816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-16DOI: 10.51903/pixel.v14i2.554
Didit Prasetyo, Octaviyanti Dwi Wahyurini
Palagan adalah nama sebuah board game dengan jenis card game yang sudah beredar di wilayah Jawa Timur sejak akhir tahun 2020 dimana game tersebut terhubung dalam satu narasi besar mengenai edukasi protokol perilaku pencegahan Covid-19 yang dilengkapi dengan ilustrasi visual menarik, Palagan dilengkapi dengan aplikasi Augmented Reality sebagai fitur pelengkap dimana kelebihannya dapat memicu minat penggunanya untuk belajar dan dapat membuat penggunanya merasa terhibur, kontribusi dari penelitian ini adalah memetakan konten augmented reality dengan tema pendidikan protokol kesehatan yang khusus ditujukan untuk anak usia sekolah dasar sebagai upaya meminimalisir kesenjangan tingkat kepatuhan penerapan protokol kesehatan pada masyarakat di perkotaan.
{"title":"Perancangan Augmented Reality Media Edukasi Protokol Kesehatan Berbasis Permainan Papan","authors":"Didit Prasetyo, Octaviyanti Dwi Wahyurini","doi":"10.51903/pixel.v14i2.554","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.554","url":null,"abstract":"Palagan adalah nama sebuah board game dengan jenis card game yang sudah beredar di wilayah Jawa Timur sejak akhir tahun 2020 dimana game tersebut terhubung dalam satu narasi besar mengenai edukasi protokol perilaku pencegahan Covid-19 yang dilengkapi dengan ilustrasi visual menarik, Palagan dilengkapi dengan aplikasi Augmented Reality sebagai fitur pelengkap dimana kelebihannya dapat memicu minat penggunanya untuk belajar dan dapat membuat penggunanya merasa terhibur, kontribusi dari penelitian ini adalah memetakan konten augmented reality dengan tema pendidikan protokol kesehatan yang khusus ditujukan untuk anak usia sekolah dasar sebagai upaya meminimalisir kesenjangan tingkat kepatuhan penerapan protokol kesehatan pada masyarakat di perkotaan. \u0000 ","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127116841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-06DOI: 10.51903/pixel.v14i2.546
Nur Budi Nugraha, Tri Yuliati
The development of technology is currently growing very rapidly making it easier for the community to convey information. 2D animation can be a means of socialization for the sake of interesting and efficient information. In the midst of the widespread Covid-19 outbreak in Indonesia, the government took several steps to minimize the spread of Covid-19 by socializing including to schools. The school always reminds its students to comply with health protocols. However, less interesting socialization makes children less enthusiastic in understanding the purpose of socialization. The purpose of this research is to make a 2D animated video about Covid-19. This 2D animated video is made as attractive as possible with characters and sound effects that children like so that children become interested in learning and understanding about covid-19. Based on the results of this educational media test, it has been tested on children and helps children in the process of delivering information about covid 19 more effectively and interestingly. Of the 20 respondents, 60% (12 people) agreed that animated videos help children understand covid 19
{"title":"Animasi 2D Corona Virus Desease 19 (Covid 19) Sebagai Media Edukasi Anak - Anak","authors":"Nur Budi Nugraha, Tri Yuliati","doi":"10.51903/pixel.v14i2.546","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.546","url":null,"abstract":"The development of technology is currently growing very rapidly making it easier for the community to convey information. 2D animation can be a means of socialization for the sake of interesting and efficient information. In the midst of the widespread Covid-19 outbreak in Indonesia, the government took several steps to minimize the spread of Covid-19 by socializing including to schools. The school always reminds its students to comply with health protocols. However, less interesting socialization makes children less enthusiastic in understanding the purpose of socialization. The purpose of this research is to make a 2D animated video about Covid-19. This 2D animated video is made as attractive as possible with characters and sound effects that children like so that children become interested in learning and understanding about covid-19. Based on the results of this educational media test, it has been tested on children and helps children in the process of delivering information about covid 19 more effectively and interestingly. Of the 20 respondents, 60% (12 people) agreed that animated videos help children understand covid 19","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130700259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-06DOI: 10.51903/pixel.v14i2.574
S. Nugroho, Andri Cahyo Wijayanto
The field of video shooting services in the Semarang area is currently spread in almost every area of the city. Ranging from small businesses to large companies. This service is generally needed to capture important moments in the form of video documentation. Studio Atlantis is a line of business that provides video shooting and editing services. This company was founded in 2010, having its address at jl. Pete Raya, Now. In addition to video shooting, Studio Atlantis also provides photography services. Marketing in this studio still uses simple media, .using a list of products in the form of digital images on a computer in explaining products to consumers. This method is less effective when showing product samples because you have to open a different application in another file location. The solution to this problem requires a media to help promote the products at Studio Atlantis to consumers in a more practical way. A company profile that summarizes company information along with product samples in the form of video clips then packaged into an interactive form.
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Pub Date : 2021-12-06DOI: 10.51903/pixel.v14i2.556
Welly Desriyati
Rapid technological advances make print communication media begin to be shifted by information media that utilizes computer technology as a means of delivery. Technological developments change the teacher's task from being a teacher to a facilitator who provides convenience in learning. SD Negeri 004 Bangsal Aceh is one of the schools that still applies the mathematics learning process using textbooks so that students do not understand the lesson. Teachers are required to make changes in teaching patterns in the classroom, one of which is with animated videos. This study uses the Multimedia Development Life Cycle (MDLC) method covering concept, design, collecting material, assembly, testing and distribution. The final result of this research is an animated video of mathematics learning about the material of flat shapes. Animated videos are used as an interesting and effective means of information and learning media. Besides that, it can also improve students' understanding and skills in learning mathematics, especially the material of flat shapes
技术的飞速发展使印刷传播媒介开始被利用计算机技术作为传播手段的信息媒介所取代。技术的发展改变了教师的任务,从一个老师变成了一个为学习提供便利的促进者。SD Negeri 004班萨尔亚齐是仍在使用教科书进行数学学习的学校之一,因此学生无法理解课程内容。教师需要在课堂上改变教学模式,其中之一就是使用动画视频。本研究采用多媒体开发生命周期(MDLC)方法,涵盖概念、设计、资料收集、组装、测试及发行。这项研究的最终结果是一个动画视频数学学习关于平面形状的材料。动画视频是一种有趣而有效的信息和学习媒介。此外,它还可以提高学生对数学的理解和学习技能,特别是对平面形状的材料
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Pub Date : 2021-12-06DOI: 10.51903/pixel.v14i2.504
Noviar Nurdin kasim
Penelitian ini bertujuan menganalisa tingkat kebutuhan dan ketersediaan ruang terbuka hijau di lingkungan kampus universitas fajar makassar. Penelitian ini bersifat kuantitatif deskriptif. Pengumpulan data dilakukan melalui observasi wawancara dan studi kepustakaan. Data dianalisis dengan melakukan analisis terhadap kebutuhan oksigen dan karbon dioksida yang dihasilkan. Untuk mendapatkan besar ruang terbuka hijau dan jumlah pohon yang dibutuhkan hasil penelitian ini menunjukkan kampus Universitas Fajar Makassar membutuhkan penambahan luas Ruang Terbuka Hijau 4.718,5 m² yang berisikan pohon 16,41 buah.
{"title":"THE NEED AND AVAILABILITY ANALYSIS OF THE NEED AND AVAILABILITY OF GREEN OPEN SPACE IN THE UNIFA MAKASSAR CAMPUS ENVIRONMENT","authors":"Noviar Nurdin kasim","doi":"10.51903/pixel.v14i2.504","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.504","url":null,"abstract":"Penelitian ini bertujuan menganalisa tingkat kebutuhan dan ketersediaan ruang terbuka hijau di lingkungan kampus universitas fajar makassar. Penelitian ini bersifat kuantitatif deskriptif. Pengumpulan data dilakukan melalui observasi wawancara dan studi kepustakaan. Data dianalisis dengan melakukan analisis terhadap kebutuhan oksigen dan karbon dioksida yang dihasilkan. Untuk mendapatkan besar ruang terbuka hijau dan jumlah pohon yang dibutuhkan hasil penelitian ini menunjukkan kampus Universitas Fajar Makassar membutuhkan penambahan luas Ruang Terbuka Hijau 4.718,5 m² yang berisikan pohon 16,41 buah.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121880973","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-01DOI: 10.51903/pixel.v14i2.544
Edy Jogatama Purhita, AnthoniusTyas Adi Pratama, Erwan Nur Hidayat
Desain lansekap kota merupakan suatu pendekatan dalam mendesain kota yang memberikan dampak positif bagi penduduk kota dengan menyediakan lingkungan yang layak huni. Lansekap kota hadir dalam berbagai bentuk,salah satunya adalah taman kota. Taman kota adalah salah satu fasilitas yang disediakan oleh suatu kota dan penduduknya dapat melakukan beberapa aktivitas di dalamnya. Sebuah taman kota juga berfungsi sebagai landmark kota. Kota Salatiga memiliki beberapa taman dengan fungsi rekreasi tetapi tidak banyak taman kota yang tersedia berfungsi sebagai ruang publik. Salah satunya adalah taman yang terletak di Kecamatan Tingkir Kota Salatiga, yaitu Taman Tingkir. Tujuan penelitian ini adalah untuk menerapkan teknologi komputer rancang bangun 3D dalam mendesain ulang (redesign) taman Tingkir dengan konsep Urban landscape design. Sebuah taman kota yang fungsional, estetis, dapat menjadi ruang publik yang lebih baik dan bisa menjadi tengara (landmark) di wilayah tersebut. Metode pengembangan produk Virtual 3D Desain Taman Kota menggunakan 5 langkah ADDIE (Analysis, Design, Development, Implement and Evaluation). Dalam kepentingan akademik penelitian ini menghasilkan eksperimentasi teknologi komputer grafis dalam pengembangan desain taman kota.
{"title":"Virtual 3D Urban Landscape Design Taman Kota Berbasis Teknologi Komputer Grafis","authors":"Edy Jogatama Purhita, AnthoniusTyas Adi Pratama, Erwan Nur Hidayat","doi":"10.51903/pixel.v14i2.544","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.544","url":null,"abstract":"Desain lansekap kota merupakan suatu pendekatan dalam mendesain kota yang memberikan dampak positif bagi penduduk kota dengan menyediakan lingkungan yang layak huni. Lansekap kota hadir dalam berbagai bentuk,salah satunya adalah taman kota. Taman kota adalah salah satu fasilitas yang disediakan oleh suatu kota dan penduduknya dapat melakukan beberapa aktivitas di dalamnya. Sebuah taman kota juga berfungsi sebagai landmark kota. Kota Salatiga memiliki beberapa taman dengan fungsi rekreasi tetapi tidak banyak taman kota yang tersedia berfungsi sebagai ruang publik. Salah satunya adalah taman yang terletak di Kecamatan Tingkir Kota Salatiga, yaitu Taman Tingkir. Tujuan penelitian ini adalah untuk menerapkan teknologi komputer rancang bangun 3D dalam mendesain ulang (redesign) taman Tingkir dengan konsep Urban landscape design. Sebuah taman kota yang fungsional, estetis, dapat menjadi ruang publik yang lebih baik dan bisa menjadi tengara (landmark) di wilayah tersebut. Metode pengembangan produk Virtual 3D Desain Taman Kota menggunakan 5 langkah ADDIE (Analysis, Design, Development, Implement and Evaluation). Dalam kepentingan akademik penelitian ini menghasilkan eksperimentasi teknologi komputer grafis dalam pengembangan desain taman kota.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"522 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114096828","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-01DOI: 10.51903/pixel.v14i2.588
Ira Zulfa, Richasanty Septima, Riana Shara Fathonah
The information system for graphic violence at the PP, KB, & PA Agency in Bener Meriah Regency is currently still using a manual system. So that the graphic information on violence in the Bener Meriah Regency PP, KB & PA Agency is not efficient. The web which has advantages and qualities in data collection and data calculation is catching up. With this system, it is easier for officers to collect and calculate data on violence against women and children.
{"title":"SISTEM INFORMASI GRAFIK KEKERASAN TERHADAP PEREMPUAN DAN ANAK PADA BADAN PP,KB, & PA KABUPATEN BENER MERIAH BERBASIS WEB","authors":"Ira Zulfa, Richasanty Septima, Riana Shara Fathonah","doi":"10.51903/pixel.v14i2.588","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.588","url":null,"abstract":"The information system for graphic violence at the PP, KB, & PA Agency in Bener Meriah Regency is currently still using a manual system. So that the graphic information on violence in the Bener Meriah Regency PP, KB & PA Agency is not efficient. The web which has advantages and qualities in data collection and data calculation is catching up. With this system, it is easier for officers to collect and calculate data on violence against women and children.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129585648","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-12-01DOI: 10.51903/pixel.v14i2.469
AYYUB HAMDANU BUDI NURMANA MULYANA SLAMET, P. Cucuk Nugroho
Packaging is one part of the product as a whole. Packaging must be able to attract the attention of consumers. Getting the attention of consumers is very important, because if a product does not get the attention of consumers (consumer attention), then consumers will not have a picture of the product (Hine, 1995). Packaging can give an initial picture of a product, both in terms of quality and value offered. “Jenang Kudus” is a type of traditional food originating from the city of Kudus. At first it was produced in a home industry since about a century ago. Initiated by mothers as a supporter of family income, and marketed directly to local consumers in traditional markets. Because the development of this business in the future is considered quite prospective for the Kudus community, the Kudus Regency Government makes the Jenang Kudus product as the mainstay product of the Kudus Regency. Based on some of the explanations above, there are several weaknesses in the packaging design of CV jenang products. Sinar Aisyah Kudus which can cause delays in the marketing process of its products due to unattractive packaging designs. This causes a desire to increase the competitiveness of jenang sales with other companies through attractive and varied packaging designs. Due to some of these things, raises the desire of CV. Hj Siti Aisyah to redesign the product packaging according to the type of jenang product, type of taste, quantity of contents, without leaving the characteristics of the previous design.
{"title":"DESAIN ULANG KEMASAN PRODUK MAKANAN TRADISIONAL JENANG KHAS KABUPATEB KUDUS UNTUK MENINGKATKAN DAYA BELI MASYRAKAT","authors":"AYYUB HAMDANU BUDI NURMANA MULYANA SLAMET, P. Cucuk Nugroho","doi":"10.51903/pixel.v14i2.469","DOIUrl":"https://doi.org/10.51903/pixel.v14i2.469","url":null,"abstract":" \u0000Packaging is one part of the product as a whole. Packaging must be able to attract the attention of consumers. Getting the attention of consumers is very important, because if a product does not get the attention of consumers (consumer attention), then consumers will not have a picture of the product (Hine, 1995). Packaging can give an initial picture of a product, both in terms of quality and value offered. “Jenang Kudus” is a type of traditional food originating from the city of Kudus. At first it was produced in a home industry since about a century ago. Initiated by mothers as a supporter of family income, and marketed directly to local consumers in traditional markets. Because the development of this business in the future is considered quite prospective for the Kudus community, the Kudus Regency Government makes the Jenang Kudus product as the mainstay product of the Kudus Regency. \u0000Based on some of the explanations above, there are several weaknesses in the packaging design of CV jenang products. Sinar Aisyah Kudus which can cause delays in the marketing process of its products due to unattractive packaging designs. This causes a desire to increase the competitiveness of jenang sales with other companies through attractive and varied packaging designs. Due to some of these things, raises the desire of CV. Hj Siti Aisyah to redesign the product packaging according to the type of jenang product, type of taste, quantity of contents, without leaving the characteristics of the previous design.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"157 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116372187","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}